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Weapons and Damage Types
There are two kinds of weapons: Integrated and external. External weapons require a grip of some kind,
such as a hand, to use, where as integrated are built into the mech itself. External weapons tend to have
less ammo, less health and are easier to be lost in a scuffle; but are also fairly cheap and don't take up
slots. Integrated weapons are the opposite. Here's two examples.
Sword
Integrated Weapon
Weight: 100
HP: 100
Base Damage: 45/30
Range: 1
Damage type: Sharp/Pierce
Ammo: NA
Sword
External Weapon
Weight: 75
HP: 50
Base damage: 45/30
Range 1
Damage type: Sharp/Pierce
Ammo: NA
The kind of damage type a weapon has can effect the damage you deal with it and what kind of targets
it is effective against. Some weapons may have multiple types that you can choose when to use via the
kind of attacks you do. For instance, in the above example the weapon has "Sharp/Pierce" as its
damage type. Slashing with the sword would be sharp damage, while stabbing would be pierce. It also
has two base damages, depending on the type of attack used.
Normal: No effect.
Energy: Base damage depends on power expended.
Blunt: Double damage to armor, lower base
Sharp: Higher base, half damage on armor
Pierce: Standard base, deals half damage to top layer, half to layer under it.
Chemical: Low base and no scaling, but do damage over time.
The Flow of Combat
Combat in the Mech takes place on a grid; all movement and range is based on the squares of the grid
as lengths of measure. Moving or aiming along the horizontal or vertical squares is considered to have
a distance of 1 per grid space, while diagonals are considered to be 1.5 each. Distances are always
rounded down to the nearest number, so moving 1 vertical and 1 diagonal would be 2 spaces, while
moving 2 diagonal would be 3 spaces.
Combat is broken into turns or rounds, in which each combatant can do two actions. These actions
include moving, making an attack, rerouting power, picking something up, etc. The same action can be
done twice in a row, or they can be mixed. So a player could move twice, or attack twice, or move then
attack, or attack then move. All of these are acceptable turns.